64 float3 luminance_coefficients,
local_group_size(16, 16) .push_constant(Type texture
float sum_log_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
float sum_blue_squared_difference(Context &context, GPUTexture *texture, float subtrahend)
float maximum_float_in_range(Context &context, GPUTexture *texture, float lower_bound, float upper_bound)
float4 sum_color(Context &context, GPUTexture *texture)
float sum_luminance_squared_difference(Context &context, GPUTexture *texture, float3 luminance_coefficients, float subtrahend)
float minimum_float(Context &context, GPUTexture *texture)
float sum_blue(Context &context, GPUTexture *texture)
float sum_red_squared_difference(Context &context, GPUTexture *texture, float subtrahend)
float sum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
float sum_red(Context &context, GPUTexture *texture)
float minimum_float_in_range(Context &context, GPUTexture *texture, float lower_bound, float upper_bound)
float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
float sum_green_squared_difference(Context &context, GPUTexture *texture, float subtrahend)
float sum_green(Context &context, GPUTexture *texture)
float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
float maximum_float(Context &context, GPUTexture *texture)
VecBase< float, 4 > float4
VecBase< float, 3 > float3